Top Down View Games: 1994 (System Shock, Quarantine, Monster World IV, Marathon, Super Metroid, Demon's Crest and Elder Scrolls: Arena are released)
1990|1991|1992|1993|1994|1995|1996|1997|1998|1999
Soleil/Crusader of Centy (MD, 1994)
Subgenre: Action Adventure
Perspective: TD view
Other: Platforming, Hub map (Popful Mail-style, single entry points but multiple exits?; towns, hostile areas and dungeons), Racing mini-game
Playthrough - Video Review - Mini Review
Beyond Oasis/Story of Thor (MD, 1994)
Subgenre: Action Adventure
Perspective: TD view
Other: Platforming, Overworld and dungeons structure (enemies attack a town at one point)
-Various combo moves (hack 'n slash/action adventure hybrid)
-Summon familiars using the elements (hit a torch to summon a fire spirit for example; mainly for combat and opening some gates but can use Shade to move across gaps where there are grappling poles (Zelda 3) and can use Efreet for an optional racing mini-game)
-One optional dungeon
-Basic world map but no dungeon maps?
-Save feature
-Some teleporters (can be accessed after getting the Key of Time and Space item)
-Enemies get hit by all explosions
-HP regen via the Sunburst Pendant (works in sunlit areas only) and MP/SP regen via the Psycho Ring, Can regen both with the later Sun’s Charm item while in sunlit areas
-Shade familiar protects you from dangerous falls by lifting you up
Playthrough - Video Review - Mini Review
Dragon View/Super Drakkhen (SNES, 1994)
Subgenre: ARPG, Zelda 2/Gargoyle's Quest-style gameplay (encounters/dungeons/towns play out in a tilted view beat 'em up style with some platforming)
Perspective: Tilted View/FP View hybrid (partial semi-3D/mode 7 overworld exploration)
Other: A Link to the Past style chest mini-game, Overworld and dungeons structure, Non-random encounters in the overworld
Playthrough - Video Review - Mini Review
Shadowrun (MD, 1994)
Subgenre: WRPG/Open World RPG, Real-time combat, Basic stealth
Perspective: TD view/FP view (cyberspace/matrix only) hybrid
Other: Hub map, No clear divide between towns and hostile areas except enemies can't attack inside some buildings and some buildings serve the same purpose as dungeons
Playthrough - Video Review - Mini Review
Soleil/Crusader of Centy (MD, 1994)
Subgenre: Action Adventure
Perspective: TD view
Other: Platforming, Hub map (Popful Mail-style, single entry points but multiple exits?; towns, hostile areas and dungeons), Racing mini-game
- Fast running and long jumping in a top down game
- Animal mascot combos (running, swimming, elemental attacks, smart bomb, control your sword in mid-air, life refill, extra platform, etc.)
- Ricocheting thrown sword
- Turn into a monster and talk to enemies (Ys II)
- Save feature
- No area maps?
Playthrough - Video Review - Mini Review
Beyond Oasis/Story of Thor (MD, 1994)
Subgenre: Action Adventure
Perspective: TD view
Other: Platforming, Overworld and dungeons structure (enemies attack a town at one point)
-Various combo moves (hack 'n slash/action adventure hybrid)
-Summon familiars using the elements (hit a torch to summon a fire spirit for example; mainly for combat and opening some gates but can use Shade to move across gaps where there are grappling poles (Zelda 3) and can use Efreet for an optional racing mini-game)
-One optional dungeon
-Basic world map but no dungeon maps?
-Save feature
-Some teleporters (can be accessed after getting the Key of Time and Space item)
-Enemies get hit by all explosions
-HP regen via the Sunburst Pendant (works in sunlit areas only) and MP/SP regen via the Psycho Ring, Can regen both with the later Sun’s Charm item while in sunlit areas
-Shade familiar protects you from dangerous falls by lifting you up
Playthrough - Video Review - Mini Review
Dragon View/Super Drakkhen (SNES, 1994)
Subgenre: ARPG, Zelda 2/Gargoyle's Quest-style gameplay (encounters/dungeons/towns play out in a tilted view beat 'em up style with some platforming)
Perspective: Tilted View/FP View hybrid (partial semi-3D/mode 7 overworld exploration)
Other: A Link to the Past style chest mini-game, Overworld and dungeons structure, Non-random encounters in the overworld
- Can jump sideways in tilted view
- Basic weather and environmental effects on the world map (snow in one area, red sky near the fire cave, etc.)
- Zoomable world map (need to find the sub area map for an area first) and you start out with a compass
- Simply touching enemies won't hurt you (Shinobi) and you can even stand briefly on some of them
- Can warp between visited sub areas using the warp stars on the world map (can only warp between two points at a time rather than all visited points though) - Ys IV or WB3 GG?
- Gear upgrades show on your avatar (Ys?, Faxanadu)
- One dungeon is an invaded temple with some NPCs still in it (would've been cool if you could fight alongside or had to rescue some of them though)
- The dialogue of most earlier towns keeps changing throughout the course of the game
- Upgradeable inventory capacity (bag) - Zelda 3?
- Partially non-linear structure (your main progress is blocked off either by objects or super tough enemies though)
- Alternate solutions for some obstacles (can use either bombs or the lightning ring to destroy boulders)
- Some ability/tool gating (bombs, lightning ring, bow)
- Get tips on various item locations from the priests in green in the temples - similar to elders or the fortune teller in Zelda
- You'll auto-stab upwards at flying enemies when under them
- Golden Axe 2-style spellcasting system (hold down the button to cast a stronger spell and waste more MP once you have a lvl 2 or higher magic ring)
- Save and heal at temples in towns (one slot per game though) and at one save point near the end
- One meaningful dialogue choice (helping a traveler with an MP refill pays off later on)
Playthrough - Video Review - Mini Review
Shadowrun (MD, 1994)
Subgenre: WRPG/Open World RPG, Real-time combat, Basic stealth
Perspective: TD view/FP view (cyberspace/matrix only) hybrid
Other: Hub map, No clear divide between towns and hostile areas except enemies can't attack inside some buildings and some buildings serve the same purpose as dungeons
- Open-ended/non-linear structure (more so than the SNES game), Doesn't hold your hand much
- No in-game area maps (only matrix maps)
- Save anywhere outside of buildings and combat (two slots)
- Very good character customization
- Hire and fire party members
- Matrix/cyberspace feature (fighting turn-based (?) FP battles represents hacking into network systems - more advanced than in the SNES game or Beneath a Steel Sky)
- Some cool spells (barrier - stops enemies while super barrier also stops bullets, invisibility, sleep) and mechanics (controllable allies, hack into corporate building security systems to turn off alarms/cameras, blow open or hack doors, sneak past guards, get protection and benefits from one of two gangs)
- Dialogue trees (Ultima VII, Ultima IV?, Ys?), Dialogue choices generally matter
- Two side quests
- Random non-combat encounters (events such as someone trying to sell weapons illegally and cops suddenly arriving)
- No karma penalties for shooting bystanders in the streets or doing other immoral things
- Pretty limited inventory per char
Playthrough - Video Review - Mini Review
Zoda's Revenge: StarTropics II (NES, 1994)
Subgenre: ARPG/AA
Perspective: TD view
Other:
Key gating only (one detection item)
Playthrough - Video Review - Mini Review
Brandish 3: Spirit of Balcan (PC-98/PC, 1994)
Subgenre: ARPG
Perspective: TD View
Playthrough - Video Review - Mini Review
Brain Lord (SNES, 1994)
Subgenre: ARPG/AA hybrid (exp drop leveling for the fairies, stat buffs (DEF, AP, HP) via found items for the player avatar)
Perspective: TD View
Other: Platforming (can't attack while jumping or control your movement in mid-air), Overworld and dungeons structure, Some randomness to the permanent AP & DEF stat gains from items (1-3; can be manipulated but it's a little tedious), Towns with shops and inns (can trade an item for another instead of for gold), Betting mini-game at the arena (1 on 1 monster fights controlled by the CPU, gold prizes), No MP stat (infinite spellcasting, spells don't level up though), Diagonal movement but 4-way attacks only besides some spells and the morning star's alternate attack
Playthrough - Video Review - Mini Review
Al-Qadim/Al Qadim: The Genie's Curse (PC, 1994)
Subgenre: ARPG
Perspective: TD view
Other: Mouse-controlled (optional?), Arabic setting
Partially non-linear?
Animal transformations - ?
Difficulty options
Interactive dialogue (dialogue trees)
Puzzle and dialogue focused
Secondary weapon (Right MB)
Can add magic effects to the sword attack (mapped to its own button)
Fast movement
Save feature?
Map feature?
Playthrough - Video Review - Mini Review
Dungeon Explorer (PCE, 1989/MCD, 1994)
Subgenre: ARPG/Maze Action (exp point leveling, similar to Gauntlet)
Perspective: TD view
Other: Hunger mechanic, 9 item inventory if you find the backpack, Can't return to a cleared dungeon
Different
Non-linear structure after the first dungeon (5 dungeons, then the final one)
Minor gating? - One amulet increases movement speed, The ninja's special attack/spell is invisibility+two-way attack
New game+ (can save a char and start a new game with it)
Some spatial awareness puzzles
Can teleport out of a dungeon with the wing item - dungeon progress and items+stats gained there are lost however
Breakable walls (default weapon can be used)
Respawning keys
Playthrough - Video Review - Mini Review
Star Trek TNG: Echoes From the Past (MD)
Subgenre: Action Adventure/Free-roaming shooter hybrid
Perspective: TD View
Other: 3D-ish hub map, Star Control-like ship combat, Party-based planet exploration
Playthrough - Video Review - Mini Review
King Arthur & the Knights of Justice (SNES)
Subgenre: ARPG?
Playthrough - Video Review - Mini Review
Basted (PCE CD, 1994)
Subgenre: JRPG/ARPG hybrid (see Esper Dream)
Perspective: TD view
Playthrough - Video Review - Mini Review
Dragonstone (AMI, 1994)
Subgenre: ARPG
Perspective: TD View
Playthrough - Video Review - Mini Review
Blood Gear (PCE CD, 1994)
Subgenre: JRPG/ARPG Hybrid
Perspective: TD/Side View Hybrid
Other: Mech-based
Playthrough - Video Review - Mini Review
Beavis and Butt-head (MD, 1994)
Subgenre: Action Adventure
Perspective: Tilted View
Other: Control two chars at the same time
-Hint system (literally fish NPCs off the street from your window)
Playthrough - Video Review - Mini Review
Legend of Xanadu (PCE CD, 1994)(untranslated)
Subgenre: JRPG/Action Platformer Hybrid
Perspective: TD (town exploration)/SV (platformer segments/combat) hybrid
-Can play only the platformer parts via a code
Playthrough - Video Review - Mini Review
Super Adventure Island II (SNES, 1994)
Subgenre: Zelda II (except with unavoidable encounters) and Wonder Boy in Monster World-like ARPG
Perspective TD view (overworld)/SV (main gameplay) hybrid
Other: Separate overworld
Playthrough - Video Review - Mini Review
Kidou Keisatsu Patlabor (SNES, 1994)?
Subgenre: ARPG
Perspective: TD view
Gameplay - Video Review - Mini Review
Outliers:
Fray CD: Xak Gaiden (PCE CD, 1994)(Fray in Magical Adventure remake) - TD Action Platformer w/ AA elements
Ganbare Goemon 3: Shishijurokube no Karakuri Manji Gatame (SNES, 1994) - Tilted view Action Adventure/SV Action Platformer Hybrid
Pocky & Rocky 2/KiKi KaiKai: Tsukiyozoushi (SNES, 1994) - TD Run 'n Gun w/ AA elements, 2-player co-op
The Firemen (SNES, 1994) - Maze Action/Firefighter Sim (Rescue mission), TD view, CPU ally, Level-based, Strafing, No jumping
Dungeons & Dragons: Tower of Doom (ARC, 1994/SAT, 1999) - Beat 'em up w/ RPG elements (shops, basic leveling system, branching paths), Co-op
Very little platforming
Subgenre: ARPG/AA
Perspective: TD view
Other:
Key gating only (one detection item)
Playthrough - Video Review - Mini Review
Brandish 3: Spirit of Balcan (PC-98/PC, 1994)
Subgenre: ARPG
Perspective: TD View
Playthrough - Video Review - Mini Review
Brain Lord (SNES, 1994)
Subgenre: ARPG/AA hybrid (exp drop leveling for the fairies, stat buffs (DEF, AP, HP) via found items for the player avatar)
Perspective: TD View
Other: Platforming (can't attack while jumping or control your movement in mid-air), Overworld and dungeons structure, Some randomness to the permanent AP & DEF stat gains from items (1-3; can be manipulated but it's a little tedious), Towns with shops and inns (can trade an item for another instead of for gold), Betting mini-game at the arena (1 on 1 monster fights controlled by the CPU, gold prizes), No MP stat (infinite spellcasting, spells don't level up though), Diagonal movement but 4-way attacks only besides some spells and the morning star's alternate attack
- Fairy mascots/familiars which level up by collecting orbs dropped by enemies (deceased/green 1 - trade its gained levels for reviving the player, anger/red 1 - does frequent low damage and keeps the enemy distracted, light/red 3 - works like a spinning torch for dark rooms, life - slow regen (until lvl 7+ however you can move around so it's still good at lower levels), etc.; similar to soul blazer, can use 2 at once)
- Save at the inn/hotel in town and at save points in dungeons (one save slot per game only), Some healing springs (1-2 per dungeon), Lose half your money to revive after death unless equipping the "deceased" fairy or a reviving mirror item (Ys 2/Zelda 3) - get sent back to the previously used save point, Fast resting at inns
- Can carry and use HP upgrades at will and they also heal you
- Linear structure (NPC blocks you from going south early on, some optional dungeon puzzles and rooms)
- Basic map feature via the x-ray glasses item (shows only the current floor layout with pits and room connections+your location, doesn't show locked doors or found NPCs/save points/chests, doesn't show where you have and haven't been on a floor)
- Return/puzzle reset feature (teleports you back to the beginning of the last room or sub area you entered for free)
- Warp/fast travel item (warp gate - go to any visited location/town as well as back to previously visited save points in a dungeon)
- Some good logic/riddle/timing/spatial awareness/math puzzles (some block puzzles have more than one solution), One fourth wall breaking puzzle
- Impressive amount of updated NPC dialogue and activity throughout (rival adventurers who move around the towns a bit and are also be encountered in the dungeons, provides some exposition/lore)
- Shopkeeper/merchant NPCs within the first three dungeons (weird but convenient, these stay until you either beat the dungeon boss or trigger some other event)
- One or two minor side quests (read the billboard in the inn/hotel and talk to NPCs), No journal/quest log feature
- Decent weapon variety (sword, axe - breaks item containers, bow, boomerang, morning star - this one can be swung in a circle over and over if you have really good timing which is pretty cool)
- Some temporary buff items can be bought or found (+10 AP, +10 DEF, speed boost - only 2 of these in the whole game though sadly (there's also a single cape which increases movement speed but reduces DEF to 0 while worn - risk/reward dynamic)), Some interesting items (magic wallet - generates a bit of gold over time which isn't lost when dying)
- Control config
- Decent bosses (final boss (fourth one) has three phases and a minor puzzle aspect to it, one other has a minor puzzle aspect to it)
- Some meaningful dialogue choices (get poisoned if you eat the cooked scorpion meat in dungeon 2 when offered to - not a big deal and more of a comic relief scene (the green NPC rival (Kashian) keeps screwing you over in different ways throughout the game))
- Some ability/tool gating (the axe is used to break some stone blocks in your way (and any item containers in the towns though this is optional), light fairy is used as a torch for dark rooms, fire sword - melt ice blocks in dungeon 3, spike boots - don't slip (as much) on ice surfaces in the ice castle/dungeon 3 - optional but useful, ice & phaser spells - create bridges over lava in dungeon 4/over water in dungeon 5 respectively, Cape (+ to speed but 0 DEF) - optional but you'll probably take more damage from haunted steel ball traps and bouncing light balls in dungeon 2 without it, speed boost drink - decent alternative to the cape in the last dungeon)
- New shields are shown as unique sprites on your avatar (but not armor or helms)
- Some cool spells (fireball - continuous AoE damage, slow, stop, flame ring - temporary spinning fireball shield, ghost - bouncing+homing laser)
- Some interesting level gimmicks (anti-magic field rooms in dungeon 3 - much of the dungeon feels like the boss is toying with you as you go through it (via the plaque/sign messages and sometimes telepathically) though it's a bit underdeveloped, hover pads in dungeon 2)
- One very minor sequence break (jump skip before the fourth dungeon, one major skip using out of bounds glitches)
- Blurs the line between town and hostile area at one point (with an attack on the second town opening up an underground path to the final dungeon) - Ys 2?
- Mostly very long dungeons (hostile overworld areas otoh are mostly short and straightforward, dungeon 4 is kinda short)
- Shields deteriorate (they also damage enemies when they hit them though - you use them like a swordsman would use a buckler and they actually stun enemies like a regular attack), Can either let your avatar block automatically (only works from the front) or hold the button down and turn while still which lets you aim while still
- Off screen enemy respawning (generally a good thing, mini-bosses sometimes don't respawn)
- Consumables don't stack in the inventory (48 slots big though, can carry many healing items at once)
- Can't escape from boss battles
- The game is forgiving about falling into pits in the sense that you only lose 1 HP but you also get moved back to where you entered the room
- Solved puzzles don't stay solved and lit rooms don't stay lit (sometimes slows you down a bit when backtracking)
- (Almost) silent protagonist
- No need to revisit previous areas or dungeons with gained tools/spells (sometimes need to backtrack within a dungeon or overworld area with a gained tool and at one point need to use a key in a previous overworld area)
- Can't skip dialogue on a per paragraph/text box basis (can speed it up but not enough)
- The fairy that didn't grab a dropped exp orb gets nothing - faster fairies tend to get nearly all the exp if 2 are equipped (it sometimes leaves exp for the other one but considering the linear leveling curve it will get further and further ahead quickly (if you use one of the exploit spots for guaranteed drops you can pretty quickly level one up to the cap which is lvl 19 - otherwise leveling is kind of slow), some equally fast ones actually split the orbs evenly though)
- Slowdown here and there when using 2 fairies (heavy slowdown if also using the magic missile spell/flame ring/ghost spells)
Playthrough - Video Review - Mini Review
Al-Qadim/Al Qadim: The Genie's Curse (PC, 1994)
Subgenre: ARPG
Perspective: TD view
Other: Mouse-controlled (optional?), Arabic setting
Partially non-linear?
Animal transformations - ?
Difficulty options
Interactive dialogue (dialogue trees)
Puzzle and dialogue focused
Secondary weapon (Right MB)
Can add magic effects to the sword attack (mapped to its own button)
Fast movement
Save feature?
Map feature?
Playthrough - Video Review - Mini Review
Dungeon Explorer (PCE, 1989/MCD, 1994)
Subgenre: ARPG/Maze Action (exp point leveling, similar to Gauntlet)
Perspective: TD view
Other: Hunger mechanic, 9 item inventory if you find the backpack, Can't return to a cleared dungeon
Different
Non-linear structure after the first dungeon (5 dungeons, then the final one)
Minor gating? - One amulet increases movement speed, The ninja's special attack/spell is invisibility+two-way attack
New game+ (can save a char and start a new game with it)
Some spatial awareness puzzles
Can teleport out of a dungeon with the wing item - dungeon progress and items+stats gained there are lost however
Breakable walls (default weapon can be used)
Respawning keys
Playthrough - Video Review - Mini Review
Star Trek TNG: Echoes From the Past (MD)
Subgenre: Action Adventure/Free-roaming shooter hybrid
Perspective: TD View
Other: 3D-ish hub map, Star Control-like ship combat, Party-based planet exploration
Playthrough - Video Review - Mini Review
King Arthur & the Knights of Justice (SNES)
Subgenre: ARPG?
Playthrough - Video Review - Mini Review
Basted (PCE CD, 1994)
Subgenre: JRPG/ARPG hybrid (see Esper Dream)
Perspective: TD view
Playthrough - Video Review - Mini Review
Dragonstone (AMI, 1994)
Subgenre: ARPG
Perspective: TD View
Playthrough - Video Review - Mini Review
Blood Gear (PCE CD, 1994)
Subgenre: JRPG/ARPG Hybrid
Perspective: TD/Side View Hybrid
Other: Mech-based
Playthrough - Video Review - Mini Review
Beavis and Butt-head (MD, 1994)
Subgenre: Action Adventure
Perspective: Tilted View
Other: Control two chars at the same time
-Hint system (literally fish NPCs off the street from your window)
Playthrough - Video Review - Mini Review
Legend of Xanadu (PCE CD, 1994)(untranslated)
Subgenre: JRPG/Action Platformer Hybrid
Perspective: TD (town exploration)/SV (platformer segments/combat) hybrid
-Can play only the platformer parts via a code
Playthrough - Video Review - Mini Review
Super Adventure Island II (SNES, 1994)
Subgenre: Zelda II (except with unavoidable encounters) and Wonder Boy in Monster World-like ARPG
Perspective TD view (overworld)/SV (main gameplay) hybrid
Other: Separate overworld
- Partially non-linear (from around the second half forward)
- Can save anywhere (only one slot per game though and you start off at the beginning town when loading)
- Basic maps for each dungeon/hostile area (doesn't show chests nor shrines nor block switches though and it's hard to tell which plane you're on)
- Feather magic lets you teleport back to the beginning of a dungeon and wing magic lets you teleport between dungeons as well as the healing spring rooms in them
Playthrough - Video Review - Mini Review
Kidou Keisatsu Patlabor (SNES, 1994)?
Subgenre: ARPG
Perspective: TD view
Gameplay - Video Review - Mini Review
Outliers:
Fray CD: Xak Gaiden (PCE CD, 1994)(Fray in Magical Adventure remake) - TD Action Platformer w/ AA elements
Ganbare Goemon 3: Shishijurokube no Karakuri Manji Gatame (SNES, 1994) - Tilted view Action Adventure/SV Action Platformer Hybrid
Pocky & Rocky 2/KiKi KaiKai: Tsukiyozoushi (SNES, 1994) - TD Run 'n Gun w/ AA elements, 2-player co-op
The Firemen (SNES, 1994) - Maze Action/Firefighter Sim (Rescue mission), TD view, CPU ally, Level-based, Strafing, No jumping
Dungeons & Dragons: Tower of Doom (ARC, 1994/SAT, 1999) - Beat 'em up w/ RPG elements (shops, basic leveling system, branching paths), Co-op
Very little platforming